Sounding Out! Podcast #30: Game Audio Notes II: Hand Made Music in Retro City Rampage
DOI: https://doi.org/10.59350/rkgdp-bfk78
This post continues our summer Sound and Pleasure series, as the second **bonus Monday** podcast in a three part series by Leonard J. Paul. What is the connection between sound and enjoyment, and how are pleasing sounds designed? Pleasure is, after all, what brings y’all back to Sounding Out! weekly, is it not?
Who doesn’t like retrogames? As a kid I kept to a straight diet of NES pixels and sounds. This installment reveals the technical and creative proficiencies involved with the composition of retro sound, and it. is. amazing! Our final installment on game audio design will run Thursday, 6/26/2014, and feature some notes on the process of designing sound for the game Vessel. Also, be sure to be sure to check out last week’s edition where Leonard breaks down his process in designing sound for Sim Cell. But first, Retro City Rampage! -AT, Multimedia Editor
P.S. The first 25 folks to follow @soundingoutblog, @VideoGameAudio or @RetroCR on Twitter following the publication of this podcast will win a free download code for Retro City Rampage sent to them via direct message courtesy of Leonard Paul!
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Game Audio Notes II: Hand Made Music in Retro City Rampage
Retro City Rampage (RCR) is a retro vibe two-dimensional open world game with plenty of parodies from the 80s and 90s. It’s basically what Grand Theft Auto would be if it was on the Nintendo Entertainment System (NES). Because the world of computer game design has recently embraced retro-aesthetics, the game was released for almost every platform. Its Nintendo 3DS version, was even a critical success, scoring a high 83% on Metacritic. My goal with the sound design of RCR was to produce a sound that was both an homage to the original sounds of the NES, but with a heart-felt intensity such that it preserved the feeling of my own nostalgia as well. The sound design of RCR follows in the tradition of independent games that are working hard to recover an aesthetic from the halcyon days of gaming.
I wanted the sound design of RCR to be as nostalgic as possible. To do this, I started by researching the work of others with this sepia-drenched 8-bit aesthetic in their own work. The open source scores that Jake Kaufman (aka “virt”) used for his albums FX1 and FX2, were particularly valuable here. Later on I came across a chiptune tutorial that Matt Creamer (aka “Norrin Radd”) had made and was able to bring him onboard to complete our team of composers for the game. I was able to borrow the same setup that he used for his music and adapt it to my process for creating sound effects. I used the open source music software OpenMPT for creating the sound effects as well as use the C++ sound code for playing back the music in the game as well. Getting the code from OpenMPT meant that new code didn’t need to be created and it ensured that the songs and sound effects would play back perfectly without any issues in the game.
OpenMPT is a music tracker (or mod tracker) program for Windows. Mod trackers began on the Commodore Amiga in 1987 with the release of the Ultimate Soundtracker. The Amiga supported 4 channels of 8-bit sampled sound and usually had very low sampling rates to conserve memory as the original Amiga 1000 usually had only 256 KB of RAM. In other words, the samples were short and rough, but creative engineers found ways to work within these limitations. For RCR we used the Impulse Tracker format that was first released in 1995 for DOS.
Early sound designers needed to code the sounds in an arcane language called assembly code that was quite difficult to understand unless you were a computer programmer. Trackers were a first step toward making audio for games easier to make. They allowed sound designers to work with musical notes and effects abstractly, using a notation language far easier than hard-core assembly code. Later consoles, such as the Super Nintendo Entertainment System (SNES), allowed sound designers to simply input sampled sounds to be played back during the game. We wanted the sound design of RCR to be from the “classic era” of video games (before sampled sounds became the norm) and to feed off of the nostalgia surrounding this era for the player.
I typed in thousands of notes and effect commands in by hand, when creating the score for RCR. This level of detail and control has a direct aesthetic effect on the audio. Game sound programmers working in the 1980s lacked the sophisticated tools of automation that are standard in the industry today. This attention to detail and nuance was essential for the nostalgic sound associated with classic video games that I wanted to produce in my work. Just as using paper can be contrasted with modern music composition software, the mode in which one creates has a direct effect on the results of the composition.
While creating the sound effects for RCR, I learned how to do tracking and decided I wanted to add some music to RCR as well. The catch was that the synthesis capabilities of the NES were extremely limited including only two pulse waves (often used for lead instruments), a triangle wave (usually used for a bass instrument), a noise channel (frequently used for drums), and a crude sampled sound channel (commonly used for muffled sound effects).
Even though we decided early on that we wanted the game to have a nostalgic feel, we made a set of careful decisions in order to avoid being locked into the tricky technical details that sound artists who worked on games for the original NES had originally faced. One key difference was that we didn’t limit the overall polyphony of sounds playing at the same time to the original NES specification. We limited each individual sound effect and song within the NES specification (for example, a single sound effect couldn’t use three pulse waves), but we decided not to drop a channel out when a sound effect would have preempted the score from one of the music channel. Typically in original NES games the music moved aside in order to accommodate the sound effects and so notes that used the pulse wave track were frequently dropped. Because this sort of interruption is unpleasant, we made choices that allowed us to work around it – inspiring our creative choices rather than limiting them. Although we took a few other technical liberties, nearly all of the sounds and songs of RCR could play on an actual NES with minimal modification.
Using an open source mod tracker format allowed us a lot of flexibility when creating the audio for RCR. Although using a mod tracker to type in sound effects by hand was a laborious process it added an authenticity to the result that would have been difficult to achieve otherwise. Working with these strict limitations forced me to make different choices in my creative process that helped me invest a sense of ownership in the results. The hand crafted NES synth sounds I described above are ultimately just symbols pointing towards their real-world counterparts, and tellingly they rely on the imagination of the listener to bridge the gap between the real and the symbolic. Nostalgia allows us to fill these gaps and allow listeners the space to hear their own memories within the game.
Additional resources:
- “Retro City Rampage Chiptune Frenzy! Panel” presentation from PAX Dev 2012 from videogameaudio.com
- Download the RCR Theme in Impulse Tracker (.IT) format from our website
- See audio section of the Making of ROM City Rampage
- The OpenMPT Online Help Manual is great for learning tracking
- Download tons of free MOD files from MODarchive.org
- Read my chapter in the Oxford Handbook of Interactive Audio: For the Love of Chiptune
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Leonard J. Paul attained his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has a twenty year history in composing, sound design and coding for games. He has worked on over twenty major game titles totalling over 6.4 million units sold since 1994, including award-winning AAA titles such as EA’s NBA Jam 2010, NHL11, Need for Speed: Hot Pursuit 2, NBA Live ’95 as well as the indie award-winning title Retro City Rampage.
He is the co-founder of the School of Video Game Audio and has taught game audio students from over thirty different countries online since 2012. His new media works has been exhibited in cities including Surrey, Banff, Victoria, São Paulo, Zürich and San Jose. As a documentary film composer, he had the good fortune of scoring the original music for multi-awarding winning documentary The Corporation which remains the highest-grossing Canadian documentary in history to date. He has performed live electronic music in cities such as Osaka, Berlin, San Francisco, Brooklyn and Amsterdam under the name Freaky DNA.
He is an internationally renowned speaker on the topic of video game audio and has been invited to speak in Vancouver, Lyon, Berlin, Bogotá, London, Banff, San Francisco, San Jose, Porto, Angoulême and other locations around the world.
His writings and presentations are available at http://VideoGameAudio.com
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Featured image: Courtesy of Vblank Entertainment (c)2014 – Artwork by Maxime Trépanier.
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REWIND! . . .If you liked this post, you may also dig:
Sounding Out! Podcast #30: Game Audio Notes I: Growing Sounds for Sim Cell- Leonard J. Paul
A Series of Mistakes: Nullsleep and the Art of 8-bit Composition– Aaron Trammell
Digital Analogies: Techniques of Sonic Play– Roger Moseley
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Learning to Listen: The Velvet Underground’s “Once Lost” LPs
Welcome back to Start a Band, our two-part series on Lou Reed and the Velvet Underground, focusing on what the band’s sonic provocations mean for sound studies today. Last week, we heard from Jake Smith, who introduced us to a way of thinking about the Velvets that emphasized the “haptic” qualities that emerge so often while listening to them. Following that idea, Smith took us on a kind of journey from the skin to the musculature and the viscera through a deep analysis of key songs in their catalog — “This is your body on the Velvet Underground.”
This week, we’re delighted to welcome to Sounding Out! a writer whose work we’ve been eager to feature for a long while — Tim Anderson, Associate Professor of Communication and Theatre Arts at Old Dominion University. Tim has written extensively on popular music and sound, and is currently a leader of the Sound Studies Scholarly Interest Group at the Society for Cinema and Media Studies, one of the scholarly groups associated with the SO! Thursday stream. It’s such a pleasure to present this sensitive and personal account of the Velvet Underground — and of learning to listen.
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Reports of Lou Reed’s death came on a Sunday. Even though he was 71, it was still a shock. To many present-day friends and colleagues Reed’s Velvet Underground are a band that they understand are important, but just don’t get. In the case of an artist like Lou Reed, an artist who never had a top ten charting single and only two gold albums, you could see their point.
Still, I obsessed. Rattled from my travels in Washington, DC, I called my wife and we talked about his music for about an hour or so, after which I took a long walk to the Washington Mall. It was a sunny fall day, October 27, 2013, and I walked past the Smithsonian with its prominent memorials, such a clean space for so much past, some of which the nation has buried and some of which we don’t even bother to think about. The deceased have always done the most important work in our nation’s capital.
The day after, I really don’t remember doing much. I took a train home, read everything I could online about Reed, and thought a lot about his records. The ones I liked —New York and The Blue Mask—the ones I learned to like —it took me years to enjoy Transformer—and the ones I loved —The Velvet Underground and Nico, White Light, White Heat, The Velvet Underground and VU. Those four records, more than any records I can remember, altered me, many of my friends in my teens and in college, and almost every rock musician I admired in the 1980s. Velvet Underground records were simply foundational. Writing about Reed’s death, rock critic Greg Kot summed up the Velvet’s influence by claiming that they were “as influential as The Beatles” and if you named “just about any left-of-centre band or artist since the ‘70s”, some of whom like R.E.M., U2 and Talking Heads “became mainstream giants”all of them would “acknowledge a deep debt to the Velvet Underground.”
This influence is the reason that the collective mourning of such a marginally popular figure swelled to such a crescendo. However, to paraphrase the words of one of Reed’s most storied rivals, Lester Bangs, on the death of John Lennon, this was not the mourning of a person. Most of us never met Lou Reed. Instead, we were mourning ourselves. To lose Lou Reed was tantamount to losing the author of a proverbial urtext of a kind of secret rock language that has been passed down since the late 1960s on how to be cool. It was a language of composed of style, gestures, and reactions. It was one that was filled with a fun that was not of the obligatory “hey-dude-let’s-party!” party. The Velvet’s overdriven guitars repeatedly underscored that teenage kicks included other aesthetic pleasures such as contemplation and melancholy. Most importantly, the Velvet Underground offered a language of listening passed down from one rock underground to another.
Because pop fans of all stripes must learn how to be a fan, learning how and what to listen to is a taste-defining social exercise. Simon Frith once explained that, for him, “one aspect of learning how to be a rock fan in the 1960s was, in fact, learning to prefer [original records made by black artists of the 1950s] to covers [made by white artists of the same era]. And this was, as I recall, something that had to be learned [by Frith]: nearly all the records I had bought in the late 1950s had been the cover versions” (Performing Rites: On the Value of Popular Music, 1996). In my case, learning to listen also meant learning what to listen to while listening to The Velvet Underground, a process involving peers, record clerks, friends, musicians and reviews.
As a young rock fan who began first collecting cassettes —that’s right, cassettes —this process would begin through an obsession with R.E.M.’s Murmur, a cryptic, odd inscrutable cassette with no lyrics, a black and white picture and layers of reverb. The copy I found had been severely discounted in a ma and pa record store in Globe, Arizona. In Summer 1983 I read a rave review in a copy of Rolling Stone and at 14 had purchased a cassette unlike anything I had ever heard; I wasn’t sure I enjoyed it. Why did so many reviewers seem to fall over themselves about this record? To solve this puzzle, it meant learning how to listen to music invested in tone rather than ostentatious chops. It meant paying attention to drones rather than solos. It meant following those features to Velvet Underground records after peers, record clerks, friends, musicians and reviews made a point that Murmur reminded them a bit of VU records.
Murmur was also the first record I ever purchased that embraced what Jacob Smith so wonderfully identifies as a distinctive trait of all Velvet Underground records. For Smith, these pop records are part of a genealogy that “stress evocative timbres, idiosyncratic voices, and signature sounds over structural or lyrical complexity.” The distillation of this pop ethos onto record was one of the reasons that so many musicians whose abilities may have been limited but whose tastes tended toward the poetic found The Velvets so influential. As Jonathan Richman explained, “I didn’t start singing or playing till I was 15 and heard the Velvet Underground. They made an atmosphere, and I knew that I could make one too!” (Quoted in Greil Marcus, Lipstick Traces: A Secret History of the Twentieth Century, 61). Indeed, Smith notes that the deceptive complexity of VU Records “can be found more on the level of timbre than in musical structure or instrumentation” and “lyrics often encourage a blurring of listening and touching”; his post actually reads like many of the conversations and reviews surrounding R.E.M.’s debut LP. The same could also be said of records released by other 1980s and 90s artists such as The Pixies, My Bloody Valentine, Opal, Mazzy Star, Radiohead, The Dream Syndicate, Galaxie 500, The Rain Parade, Green on Red, New Order, Joy Division, The Feelies, Spacemen 3, Sonic Youth, The Pretenders, The Sisters of Mercy, Ministry, The Jesus and Mary Chain, and The Violent Femmes, to name but a few who drew water from the Velvet Underground well. Bands sonically inspired by the Velvets often providing feedback before solos, drummed without cymbals, and portrayed dark themes sung in monotones that sounded sophisticated and obscure.
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However, actually hearing a Velvet Underground record in 1983 and 1984 was a significant problem for newer fans, as their MGM catalog was out of print. Many understood these records to be effectively buried by label president Mike Curb’s infamous axing of the act from MGM along with seventeen others who allegedly promoted and exploited “hard drugs through music” (Tiegel, Eliot “Mgm Busts 18 Rock Groups.” Billboard, November 7 1970, 1, 70). As Lou Reed himself once noted, “it’s depressing when you’re still around and your albums are out of print.” I have often wondered if this was one of the reasons that The Velvets catalogue would have such a profound effect on so many of us. Sure, I had found a copy of Loaded, the band’s fourth official release, but its bright tones had none of the subversive menace that so many reviewers alluded to when speaking of the Velvets. Even in a mountain town in Arizona, I had a better chance of finding used copies of The Grateful Dead’s Wake of the Flood or Blues for Allah than I did The Velvet Underground and Nico. In other cities, in other record stores, when I did find those records they were used and prices started at $15 and up. They were records I simply could not afford to listen to.
All that changed after 1985, when every MGM Velvet Underground record would appear in my life for less than $25. Bill Levenson’s efforts as Polygram’s then A&R manager to reissue the buried and lost MGM catalog on Verve provided me and every other young person who had only “heard of The Velvet Underground” the chance to finally to listen to all of these records at once. Indeed, the moment of the catalogue’s reissue was simply a sonic flood, one where sounds filled in gaps that had been cut deeply by conversations, descriptions and my own imagination. Writing at the time about these reissues and the unveiling of a lost album’s worth of material that would be titled V.U., David Fricke argued that “rock historians and fans alike owe Bill Levenson, the executive producer of V.U., a debt of thanks for resurrecting these tracks and for giving the band’s first three LPs the proper reissue they’ve long deserved. At $5.98 list price, The Velvet Underground and Nico,White Light/White Heat and The Velvet Underground are essential purchases —certainly essential listening for any study of Seventies and Eighties punk evolution. As for V.U., the Great Lost Velvet Underground Album is no longer lost. It is simply great” (Fricke, David. “The Velvet Underground – V.U.” Rolling Stone, March 14 1985).
Is it too much to suggest a that the pent up desire to hear a secret history sparked by The Velvet Underground’s reissues created the 80s/90s iteration of “alternative rock”? Perhaps, but history is filled with desires asserted, accepted and denied. Indeed, most of those aforementioned 80s alternative acts I came into contact with had been performing and recording and releasing records years before 1985. However, there is no doubt that the VU reissues turned a number of ears predisposed to hearing in a certain way onto new ways of listening to the Velvets concentrated doses of moody darkness, modes that earlier Velvet Underground fans simply had little access to.
Ignoring the impact of the sonic flood of VU material that fell upon my ears during this period turns away from a specific history of listening that, while personally unique, was an opportunity available to so many of my contemporaries. Indeed, if sounds have histories because their traces persist, then listening must have histories guided partially by testimonial. To hear these histories we might ask ourselves to remember how, why, and with whom did we listen, and to trade in this information. If we did so, we might better understand how we learned to listen: especially what to listen to and why it was important. And, without these testimonials of our pasts as listeners, we just may lose sound’s crucial other half.
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Featured Image: “Velvet Underground Yellow Label Mono” by Flickr user Simon MurphyThe Velvet Underground – Yellow label mono
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Tim J. Anderson is an Associate Professor of Communication and Theatre Arts at Old Dominion University where studies the multiple cultural and material practices that make music popular. He has published numerous book chapters, refereed journal articles, and two monographs: Making Easy Listening: Material Culture and Postwar American Recording (University of Minnesota Press, 2006) and Popular Music in a Digital Music Economy: Problems and Practices for an Emerging Service Industry (Routledge, 2014). His latest research project focuses on recordings, musicians, listeners and the public sphere. His website is timjanderson.weebly.com and he can be contacted at tjanders@odu.edu.
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REWIND!…If you liked this post, you may also dig:
“One Nation Under a Groove?: Music, Sonic Borders, and the Politics of Vibration” -Marcus Boon
“Sound + Vision: Andy’s Mick” -Eric Lott
“Hold this Thread: A Partial History of a Rock n’Roll Relationship”-Benjamin Gold
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